
doi: 10.4000/sdj.6326
handle: 20.500.13089/kkvl
This article proposes to explore the concept of videogames rules by Salen and Zimmerman through the work of Yoko Ono, specifically the event scores or performative instructions published in Grapefruit (2000 [1964]). To do so, the authors have created an interactive experience based on four event scores' rules where gameplay emerges from their direct application. The project is contextualized through those rules and the differences between Ono's work and Fluxus. The return on the creative act reveals an innovative approach outside of the imperatives of "fun," privileging an embracing of errors and incertitude.
indie games, Fluxus, jeux artistiques, video games, contemporary art, game development, Recreation. Leisure, experimental games, jeux expérimentaux, jeux indépendants, art games, jeux vidéo, développement de jeux, Yoko Ono, performance, GV1-1860, art contemporain
indie games, Fluxus, jeux artistiques, video games, contemporary art, game development, Recreation. Leisure, experimental games, jeux expérimentaux, jeux indépendants, art games, jeux vidéo, développement de jeux, Yoko Ono, performance, GV1-1860, art contemporain
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